literature

Pilgrims of Rao - Alpha 4 Enemies

Deviation Actions

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Literature Text

      The dungeon below teems with the wicked.  Clear them out and claim your reward.

      Each enemy is assigned three numerical values.  The first indicates association with threat doors through the use of [brackets].  The second tells you what dice rolls will spawn that enemy type, ranging one through six.  The third and final number displays that enemy’s threat level.
      The following information will explain each of these in turn.

      A threat door is a designated area in a room from which enemies spawn.  Every threat door has its own assigned enemy types and level to expend summoning them.  Assigned enemies are indicated with [brackets].  Door levels and other information associated with the threat system are indicated by triangles in other documents.  Threat doors are annotated on room maps.

      Spawning enemies through random dice rolls is a simple process.  Begin by rolling 1(d6).  A digital die works just as well as a real one.  Next, read the number on the die.  Each number is assigned to a specific enemy type as designated by the room.  This is displayed as D# in that room’s information.  The # symbol means “variable number,” it is not a hashtag.  Finally, spawn the corresponding enemy.

      Threat level shows an enemy’s relative danger to the player and how much summoning that enemy will cost a threat door.  Threat doors have assigned door levels.  Each time an enemy is spawned from a threat door, decrease that threat door’s door level by the equivalent amount.  For example, the threat door has a door level of 5 and you roll an enemy with a threat level of 2.  You spawn the enemy and reduce the door’s level by 2, making it 3.  Continue to spawn enemies until the threat door’s level is 0.
      If spawning an enemy would reduce a threat door’s level to less than 0, you still spawn that enemy.  Additionally, that enemy now becomes an elite, gaining 5 to their max HP and adding 1 to all their dice rolls.  Elite enemies gain an additional 2HP for every player in the game past the first.



(CD is short for cooldown.  The number following CD tells you how many CD marks this character receives for using that action.  CD marks decay by 1 at the end of each turn.  An NPC cannot use an action that would give them CD marks if they presently have any CD marks on that action.  Each action tracks independently)

Gruud Looter [1] (#) 1

      They are common, brutish creatures about as smart as the mud they rise from.  They spend all their lives in the dark looking for items of value.

AGL -- 3

HP = 5/5
SP = 2

Armor = 0
DEF 1 = 1(d2)
DEF 2 = 1+1(d2)
Power = 4+1(d4)
ATK 1= 1(d4)
ATK 2 = 1+1(d2)

Trait = Tunnel Vision
      This character will always use DEF 1 against attacks from combat position 2.  This character will use DEF 2 against attacks from any other combat position.

Fist Attack = (1SP)  
The Gruud winds up its arm and strikes.
      Range 1.  Target the nearest PC or PC that most recently attacked this character.  Roll for ATK and power.  If this character has already performed this action during their active phase, the second use receives -1 to ATK.

Walk = (1SP) Move this character 2 tiles toward the nearest PC.

---
Gruud Hoarder [2] (#) 2

      It is a larger member of the Gruud species with a special fondness for strapping bits of metal and stone to itself.  It jealously keeps these items away from other Gruud.

AGL -- 0

HP = 6/6
SP = 2

Armor = 2
DEF 1 = 1(d2)
DEF 2 = 0
Power = 5+1(d4)
ATK 1= 1+1(d4)
ATK 2 = 1(d2)

Trait = Scrap Shield
      This character receives double armor and plus 2 to DEF 1 against attacks from combat positions 1, 2, or 3.  Additionally, this character receives the shield bonus when defended against any attacks from combat positions 1, 2, or 3.

Trait = Heavy
      This character cannot evade.

Slam Attack = (1SP)
The Gruud raises its arms and brings them crashing down.
      Roll for ATK and power.  If this character has not taken any other actions during this active phase, this action will instead cost (2SP) and receive bonuses; the roll for ATK 1 increases by 2, the roll for ATK 2 increases by 1, and the roll for power receives an additional 1(d4).

Walk = (1SP) Move this character 1 tile toward the nearest PC.

Scavenge = (2SP, CD3)
The Gruud squats, digging in the dirt for any useful items.
      This character will use this move whenever they are able; it cannot be used if this character is adjacent to a PC.  The first attack against this character before their next active phase will count as a backstab regardless of combat position.  
      If this character receives no damage by the start of their next active phase, they gain a stack of scavenged armor that permanently increases their armor by 1, up to a maximum of 3 bonus armor.

---
Gruud Slinger [3] (#) 1

      Some Gruud are smart enough to understand that they need to eat to survive.  They make slings to hunt the rats that scurry through their tunnels.  Unfortunately, these Gruud have a tendency to keep the shiny rocks instead of using them as ammunition.

AGL -- 4

HP = 4/4
SP = 2

Armor = 1
DEF 1 = 1(d2)-1
DEF 2 = 1+1(d4)
Power = 3+2(d2)
ATK 1= 1(d6)
ATK 2 = 1+1(d4)

Trait = That’s a Rock
      Critical hits from this character’s attacks daze the target until the target’s next active phase.  Dazed characters have their ATK and DEF rolls reduced by 1 for the duration of the effect.

Trait = Panic
      This character cannot defend against attacks with Range 1.  This character will move away from adjacent PCs.

Sling Attack = (1SP)  
The Gruud spins a rock above its head and releases.
      Range 3.  Target the nearest PC or PC that most recently attacked this character.  Roll for ATK and power.  This action cannot be performed more than once in the same active phase.

Taunt = (1SP)
The Gruud shows you its hindquarters.  Go kill it.
      This action does nothing but annoy the player.

Walk = (1SP) Move this character 2 tiles toward the nearest PC.  Do not move closer than 3 tiles away from the nearest PC, if possible.

---
Undead Runner [4] (#) 1

      It is a zombie that has wandered from the Kingdom of the Dead in search of fresh meat.  It will run forever now that it has caught the scent of the living.  Lucky you.

AGL -- 5

HP = 6/6
SP = 2

Armor = 2
DEF 1 = 0
DEF 2 = 0
Power = 1(d6)
ATK 1= 1(d4)
ATK 2 = 1+1(d4)

Trait = Shoot them in the Head
      Critical hits against this character kill this character instantly, regardless of damage dealt.

Trait = Plague Carrier
      When this character deals damage it afflicts the target with a stack of rot.  Rot deals 1 damage to the target at the start of each of their next 3 active phases.  The stack is then removed.  A character can have up to three stacks of rot at a time.  New stacks of rot refresh the duration of previous stacks.

Lunge Attack = (1SP)  
The zombie throws itself bodily at its target.
      Range 1-2.  Target the nearest PC or PC that most recently attacked this character.  Roll for ATK and power.  If this character is 2 tiles away from the nearest PC and the tile between them is unobstructed, this character may perform the Lunge Attack action and move into the adjacent tile to attack.

Walk = (1SP) Move this character 3 tiles toward the nearest PC.

---
Undead Hedgehog [5] (#) 2

      It has an endearing name for a bloated corpse with its back stuffed full of swords.  It holds itself tightly, almost as though it shivers.  Those blades don’t look stable…

AGL -- 1

HP = 8/8
SP = 1

Armor = 2
DEF 1 = 1(d2)
DEF 2 = 0
Power = 0
ATK 1= 0
ATK 2 = 0

Trait = Wall of Swords
      This character is immune to backstabs and all attacks from combat positions 5, 6, and 7.

Trait = I Go Backwards
      This character faces the opposite direction it most recently moved.

Trait = Walking Bomb
      This character explodes on death, launching the swords stored in its body.  Any characters in combat positions 5, 6, or 7 take 5 damage.

Sacrifice = (1SP)  
The zombie pulls a sword out of its body as though pulling the pin from a grenade.
      This character dies instantly.  This character will only perform the Sacrifice action if a PC is in its combat position 5, 6, or 7.

Walk = (1SP) Move this character 1 tile toward the nearest PC.

---
Undead Marrowmancer [6] (#) 3

      A Marrowmancer is not a necromancer.  Necromancers still have skin.  Marrowmancers are caregivers for the undead and sadists for the living.

AGL -- 3

HP = 6/6
SP = 3

Armor = 2
Weave = 4
DEF 1 = 1(d2)-1
DEF 2 = 1+1(d2)
DEF 3 = 1+1(d4)
Power = 1(d4)+1(d6)
ATK 3 = 1(d4)
ATK 2 = 1+1(d2)

Trait = Undeath for the Undead
      If an undead character dies within 3 tiles of this character, they become a pile of bones instead of disappearing from the room.  A pile of bones counts as an obstruction to movement, but not line of sight.  A pile of bones can be destroyed by any attack.

Bonefire Attack = (2SP)  
The mage launches a ball of incendiary bones.
      Range 3.  Target the nearest PC or PC that most recently attacked this character.  Roll for ATK and power.  Dealing damage with this attack burns the target until the end of the turn.  Burned characters take 1 bonus damage from attacks with Range 1.

Arise = (2SP)
The Marrowmancer calls life back to the fallen.
      Range 3.  There must be a pile of bones within range in order to use this action.  Remove the pile of bones and replace it with an Undead Runner.  The Runner enters the Turn Order at the start of the next turn.

Walk = (1SP) Move this character 1 tile toward the nearest undead character or pile of bones; prioritize piles of bones.  If there are no other undead characters or piles of bones, move this character 1 tile toward the nearest PC.  Do not move adjacent to PCs, if possible.

---
Rock Troll [7] (#) X

      The floor quakes and the pillars shiver.  Silt rains from the roof.  Two tons of living stone crash through the far wall in an avalanche of rubble.  The Rock Troll has come.

AGL -- 3

HP = 55/55
SP = 3

Armor = 5
Weave = 3
DEF 1 = 1(d4)
DEF 2 = 0
DEF 3 = 1(d4)
Power = 4(d6)
ATK 1= 4+1(d4)
ATK 2 = 1(d2)-1

Trait = Hard Rock Shell
      This character spawns with an extra shell of 99 HP.  This character will not lose any of its standard HP until this shell has been destroyed; the shell will not grow back.  As long as this character has the shell it is immune to backstabs and it adds 5 to rolls for DEF 3.  Physical weapons that ignore armor instead deal the amount of armor they ignore as true damage to the shell.
      This character loses the shell immediately if it falls down a hole.

Trait = Astounding
      Dealing 10 or more magic damage to this character with a single attack will cause this character to kneel until either its next active phase or the end of the turn, whichever comes first.

Trait = Ride the Mountain
      Backstabs against the Rock Troll while he is kneeling open up a new available action.  Player characters can climb onto the Rock Troll instead of performing a normal backstab.
      Players climbing on the Rock Troll can only use the Weapon Attack action or the context sensitive Dismount action; Dismount can be used at any time during the turn for no cost to get off the Rock Troll and land in its combat position 6.  Attacks against the Rock Troll by a character riding it ignore armor and cannot be defended against.  
      Each action performed by the Rock Troll adds 1 stack of exhaustion to the player riding it.  If exhaustion stacks exceed the character’s SP, they fall off in the Rock Troll’s combat position 6 and take 10 damage.  Only one player can ride the Rock Troll at a time.

Trait = No Finesse
      This character does not receive the damage bonus of critical hits when attacking.  This character’s critical hits daze the target until the end of the turn instead.  
      Dazed characters have their ATK and DEF rolls reduced by 1 for the duration of the effect.

Hammerfist Attack = (2SP, CD2)  
The troll brings smites the ground with its fist as though it were squashing a bug.
      Range 2, this attack deals damage in a line.  Target the nearest PC or PC that most recently attacked this character.  Roll for ATK and power.

Angry Stomp Attack = (1SP)
The troll throws a gargantuan sized fit.
      Range 1.  Target the nearest PC or PC that most recently attacked this character.  Roll for ATK and power.

Mountain Rush Attack = (3SP, CD3)
The troll is a living avalanche of fury.
      Range 9, this attack deals damage in a line.  This action is on cooldown when this character spawns.  Target the nearest PC or PC that most recently attacked this character.  Roll for ATK and power.  This attack receives 6 bonus to rolls for ATK 1.  Move this character in the direction of the attack regardless of obstructions; the action ends when this character can no longer move in the given direction.  This will destroy wall obstructions.
      This action ends immediately if this character crosses a tile with a hole.  The Rock Troll then falls down the hole.  If it should fall down a hole, it respawns at the center of the room at the end of the turn by breaking through the floor.  The center of the room then becomes a hole.

Walk = (1SP) Move this character 1 tile toward the nearest PC.  Movement increases to 2 tiles if this character is below 30 HP.  Movement increases to 4 tiles if this character is below 10 HP.

---
Gruud Mudspawn (QUEST - Well, Well, Well)

      It is a freshly risen Gruud still dripping with mud.  It’s not much of a threat right now, but it will grow.  Put it back in the ground before that happens.

AGL -- 6

HP = 3/3
SP = 2

Armor = 0
DEF 1 = 1(d2)-1
DEF 2 = 1(d2)
Power = 2+1(d4)
ATK 1= 1(d4)-1
ATK 2 = 1(d2)

Trait = Off Guard
      This character will enter its active phase after all PCs have completed their active phases on the first turn of a battle.  Turn Order is determined normally on all subsequent turns.

Fist Attack = (1SP)  
The Gruud winds up its arm and strikes.
      Range 1.  Target the nearest PC or PC that most recently attacked this character.  Roll for ATK and power.  If this character has already performed this action during their active phase, the second use receives -1 to ATK.

Walk = (1SP) Move this character 2 tiles toward the nearest PC.

---
Moriarty (QUEST - Deputized)

      “You’re going to regret attacking me, kid.  Where do you think I got all these items from?  Poor saps like you trying to play hero.  Now if you don’t mind, it’s time to add to my collection.”

AGL -- 6

HP = 35/35
SP = 3

Armor = 3
Weave = 5
DEF 1 = 1(d2)
DEF 2 = 1(d4)
DEF 3 = 1+1(d6)
Power = 1(d2)+1(d4)+1(d6)
ATK 3 = 1(d6)
ATK 2 = 1(d4)

Trait = Down but not Out
      This character is downed instead of killed upon reaching 0HP.  The item “Deputy’s Lasso” can be used against this character while they are downed to end the battle with player victory.

Trait = Stay Back
     At the start of each of this character’s active phases knock back all adjacent PCs 1 tile with 3 magic power.  PCs that cannot be knocked back because a tile is obstructed take 2 damage.

Trait = Doppelgangers
      Whenever this character takes 10 or more damage in a single hit, he vanishes.  Four visions of Moriarty appear in the corners of the room.  Roll 1(d4) to determine if the target is the real Moriarty.  Fakes disappear when hit; the fourth vision will always be real if the other three are destroyed.  If the real Moriarty takes no damage by the start of his next active phase, he regains 5HP and the fakes disappear.

Mud Pulse Attack = (2SP)  
The mage hurls a blob of magically charged mud.
      Range 3.  Target the nearest PC or PC that most recently attacked this character.  Roll for ATK and power.  Critical hits from this attack knock the target back 1 tile.  If the target cannot be knocked back because the tile is obstructed, they take 2 additional damage.

Mud Wall = (1SP)
Moriarty raises an embankment of earth to defend himself.
      Range 2.  Target this ability in the direction of the most recent PC that attacked this character with a weapon with range 3 or more.  Raise a wall of 3 tiles perpendicular to the direction this character is facing.  These are treated as an obstruction blocking movement and line of sight.  The wall is destroyed at the start of this character’s next active phase.

Walk = (1SP) Move this character 1 tile toward the nearest PC.  Do not move adjacent to PCs, if possible.
       This information is for testing purposes only and is the sole property of the Pilgrims of Rao tabletop role-playing game.  This document is used for the public alpha trial ongoing this May.  Try it out.  :)

       Mostly updated language for clarity and new terms.  Two new enemy types have been added.  Both are quest only.
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